mirror of
https://github.com/deater/dos33fsprogs.git
synced 2024-12-29 00:31:52 +00:00
298 lines
4.3 KiB
ArmAsm
298 lines
4.3 KiB
ArmAsm
.include "zp.inc"
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.include "hardware.inc"
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.include "qload.inc"
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.include "lemm.inc"
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.include "lemming_status.inc"
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.byte 1 ; level 1
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do_level1:
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;==============
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; set up stuff
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;==============
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lda #0
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sta CLIMBER_COUNT
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sta FLOATER_COUNT
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sta EXPLODER_COUNT
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sta STOPPER_COUNT
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sta BUILDER_COUNT
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sta BASHER_COUNT
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sta MINER_COUNT
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lda #10
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sta DIGGER_COUNT
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lda #9
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sta DOOR_X
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lda #36
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sta DOOR_Y
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lda #12
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sta INIT_X
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lda #45
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sta INIT_Y
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; flame locations
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lda #31 ; 217
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sta l_flame_x_smc+1
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lda #108
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sta l_flame_y_smc+1
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sta r_flame_y_smc+1
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lda #35 ; 245
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sta r_flame_x_smc+1
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; door exit location
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lda #31 ;
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sta exit_x1_smc+1
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lda #35
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sta exit_x2_smc+1
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lda #96
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sta exit_y1_smc+1
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lda #127
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sta exit_y2_smc+1
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lda #$10 ; BCD
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sta PERCENT_NEEDED
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sta PERCENT_ADD
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;==============
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; set up intro
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;==============
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lda #<level1_preview_lzsa
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sta level_preview_l_smc+1
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lda #>level1_preview_lzsa
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sta level_preview_h_smc+1
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lda #<level1_intro_text
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sta intro_text_smc_l+1
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lda #>level1_intro_text
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sta intro_text_smc_h+1
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;==============
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; set up music
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;==============
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lda #0
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sta CURRENT_CHUNK
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sta DONE_PLAYING
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sta BASE_FRAME_L
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sta BUTTON_LOCATION
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; set up first song
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lda #<music5_parts_l
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sta chunk_l_smc+1
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lda #>music5_parts_l
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sta chunk_l_smc+2
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lda #<music5_parts_h
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sta chunk_h_smc+1
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lda #>music5_parts_h
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sta chunk_h_smc+2
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lda #$D0
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sta CHUNK_NEXT_LOAD ; Load at $D0
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jsr load_song_chunk
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lda #$D0 ; music starts at $d000
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sta CHUNK_NEXT_PLAY
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sta BASE_FRAME_H
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lda #1
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sta LOOP
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sta CURRENT_CHUNK
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;=======================
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; show title screen
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;=======================
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jsr intro_level
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;=======================
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; Load Graphics
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;=======================
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lda #$20
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sta HGR_PAGE
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jsr hgr_make_tables
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bit SET_GR
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bit PAGE0
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bit HIRES
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bit FULLGR
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lda #<level1_lzsa
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sta getsrc_smc+1 ; LZSA_SRC_LO
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lda #>level1_lzsa
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sta getsrc_smc+2 ; LZSA_SRC_HI
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lda #$20
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jsr decompress_lzsa2_fast
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lda #<level1_lzsa
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sta getsrc_smc+1 ; LZSA_SRC_LO
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lda #>level1_lzsa
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sta getsrc_smc+2 ; LZSA_SRC_HI
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lda #$40
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jsr decompress_lzsa2_fast
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;=======================
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; Setup cursor
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;=======================
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lda #$FF
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sta OVER_LEMMING
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lda #10
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sta CURSOR_X
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lda #100
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sta CURSOR_Y
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;=======================
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; init vars
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;=======================
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lda #10
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sta LEMMINGS_TO_RELEASE
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; set up time
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lda #$5
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sta TIME_MINUTES
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lda #$00
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sta TIME_SECONDS
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sta TIMER_COUNT ; ??
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jsr init_level
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jsr update_remaining_all
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;=======================
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; Play "Let's Go"
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;=======================
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jsr play_letsgo
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;===================
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;===================
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; Main Loop
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;===================
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;===================
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l1_main_loop:
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;=========================
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; load next chunk of music
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; if necessary
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;=========================
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jsr load_music
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;=========================
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; open door
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;=========================
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lda DOOR_OPEN
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bne l1_door_is_open
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jsr draw_door
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l1_door_is_open:
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;======================
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; release lemmings
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;======================
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jsr release_lemming
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;=====================
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; animate flames
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;=====================
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jsr draw_flames
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jsr update_timer
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; main drawing loop
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jsr erase_lemming
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jsr erase_pointer
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jsr move_lemmings
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jsr draw_lemming
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jsr handle_keypress
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jsr draw_pointer
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lda #$f0
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jsr wait
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inc FRAMEL
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lda LEVEL_OVER
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bne l1_level_over
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jmp l1_main_loop
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l1_level_over:
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rts
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.include "update_timer.s"
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.include "graphics/graphics_level1.inc"
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music5_parts_h:
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.byte >lemm5_part1_lzsa,>lemm5_part2_lzsa,>lemm5_part3_lzsa
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.byte >lemm5_part4_lzsa,>lemm5_part5_lzsa,$00
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music5_parts_l:
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.byte <lemm5_part1_lzsa,<lemm5_part2_lzsa,<lemm5_part3_lzsa
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.byte <lemm5_part4_lzsa,<lemm5_part5_lzsa
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lemm5_part1_lzsa:
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.incbin "music/lemm5.part1.lzsa"
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lemm5_part2_lzsa:
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.incbin "music/lemm5.part2.lzsa"
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lemm5_part3_lzsa:
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.incbin "music/lemm5.part3.lzsa"
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lemm5_part4_lzsa:
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.incbin "music/lemm5.part4.lzsa"
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lemm5_part5_lzsa:
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.incbin "music/lemm5.part5.lzsa"
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level1_intro_text:
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.byte 0, 8,"LEVEL 1",0
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.byte 15, 8,"JUST DIG!",0
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.byte 9,12,"NUMBER OF LEMMINGS 10",0
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.byte 12,14,"10% TO BE SAVED",0
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.byte 12,16,"RELEASE RATE 50",0
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.byte 13,18,"TIME 5 MINUTES",0
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.byte 15,20,"RATING FUN",0
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.byte 8,23,"PRESS RETURN TO CONTINUE",0
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